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(→Trading Post: Fix category linking fail) |
(→Worship: Document additional consequences of changing worship) |
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Some worship bonuses are always active, while others are active when certain worship checkpoints have been reached, being 5%, 25%, 50%, 85%, and 95% of the worship cap of 2,000. In addition, some worships have the magnitude of their positive modifiers doubled during their bonus [[#Season|Season]]. For example, while {{Icon|Spring|type=township|nolink=true}} is the current season, the 5% bonus from {{MonsterIcon|Aeris}} would provide a +50% production bonus to buildings within {{Icon|Mountains|type=biome|nolink=true}} rather than the usual +25%. | Some worship bonuses are always active, while others are active when certain worship checkpoints have been reached, being 5%, 25%, 50%, 85%, and 95% of the worship cap of 2,000. In addition, some worships have the magnitude of their positive modifiers doubled during their bonus [[#Season|Season]]. For example, while {{Icon|Spring|type=township|nolink=true}} is the current season, the 5% bonus from {{MonsterIcon|Aeris}} would provide a +50% production bonus to buildings within {{Icon|Mountains|type=biome|nolink=true}} rather than the usual +25%. | ||
A deity to worship is initially selected when the town is first created, and can then be changed later at a cost of {{GP|50000000}}. Upon changing, the town will enter a period of unrest during which time all {{BuildingIcon|Chapel|Chapels}} and {{BuildingIcon|Statue of Nothing|Statues}} will be destroyed. | A deity to worship is initially selected when the town is first created, and can then be changed later at a cost of {{GP|50000000}}. Upon changing, the town will enter a period of unrest during which time all {{BuildingIcon|Chapel|Chapels}} and {{BuildingIcon|Statue of Nothing|Statues}} will be destroyed, and the efficiency of all buildings above 50% will be reduced to 50%. The consequences of changing worship are therefore significant, and the player should ensure they are fully prepared with adequate resources to repair buildings prior to changing. | ||
All bonuses are '''additive''' with one another. | All bonuses are '''additive''' with one another. |